#include <algorithm>
#include <cstring>
+#include <set>
#include <msp/strings/format.h>
#include <msp/strings/utils.h>
#include "extension.h"
{ FRAGMENT, "rgb_surface_ambient", "vec3", "rgb_illumination_ambient*material.ambient.rgb", "!t" },
{ FRAGMENT, "rgb_surface_ambient", "vec3", "rgb_illumination_ambient*material.ambient.rgb*tex_sample.rgb", "t" },
- { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb", 0 },
+ { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb", "!y" },
+ { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb+l_skylight*sky_color.rgb", "y" },
+ { FRAGMENT, "l_skylight", "float", "dot(n_zzz_normal, zzz_sky_dir)*0.5+0.5", 0 },
{ FRAGMENT, "rgb_surface_specular", "vec3", "rgb_illumination_specular*material.specular.rgb", 0 },
- { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_light_specular", "!s" },
- { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_light_specular*l_shadow", "s" },
+ { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_illumination_specular_direct", "!y|e" },
+ { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_illumination_specular_direct+l_sky_specular*sky_color.rgb", "y!e" },
+ { FRAGMENT, "rgb_illumination_specular_direct", "vec3", "rgb_light_specular", "!s" },
+ { FRAGMENT, "rgb_illumination_specular_direct", "vec3", "rgb_light_specular*l_shadow", "s" },
{ FRAGMENT, "rgb_light_specular[i]", "vec3", "l_specular[i]*light_sources[i].specular.rgb", 0 },
+ { FRAGMENT, "l_sky_specular", "float", "pow((1.0-pow(clamp(dot(zzz_reflect_dir, zzz_sky_dir)-horizon_limit, -1.0, 0.0), 2.0)), material.shininess/2.0)", 0 },
{ FRAGMENT, "l_specular[i]", "float", "pow(max(dot(n_zzz_half_vec[i], n_zzz_normal), 0.0), material.shininess)", 0 },
{ FRAGMENT, "rgb_surface_diffuse", "vec3", "rgb_illumination_diffuse*material.diffuse.rgb", "!t" },
{ VERTEX, "gl_Position", "vec4", "projection_matrix*eye_vertex", 0 },
{ VERTEX, "shd_vertex", "vec3", "vec3(dot(eye_vertex, gl_EyePlaneS[shadow_unit]), dot(eye_vertex, gl_EyePlaneT[shadow_unit]), dot(eye_vertex, gl_EyePlaneR[shadow_unit]))", "g" },
{ VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
+ { VERTEX, "tbn_sky_dir", "vec3", "eye_sky_dir*eye_tbn_matrix", "n" },
{ VERTEX, "tbn_light_dir[i]", "vec3", "eye_light_dir[i]*eye_tbn_matrix", 0 },
{ VERTEX, "eye_light_dir[i]", "vec3", "normalize(eye_light_position[i].xyz-eye_vertex.xyz*eye_light_position[i].w)", 0 },
{ VERTEX, "eye_light_position[i]", "vec4", "light_sources[i].position", 0 },
{ UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
{ UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
{ UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
- { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; }[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
+ { UNIFORM, "light_sources", "LightSourceParameters[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
{ UNIFORM, "ambient_color", "vec4", 0, 0 },
- { UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
+ { UNIFORM, "sky_color", "vec4", 0, 0 },
+ { UNIFORM, "eye_sky_dir", "vec3", 0, 0 },
+ { UNIFORM, "horizon_limit", "float", 0, 0 },
+ { UNIFORM, "material", "MaterialParameters", "gl_FrontMaterial", 0 },
+
+ { TYPE, "LightSourceParameters", "struct { vec4 position; vec4 diffuse; vec4 specular; }", "gl_LightSourceParameters", 0 },
+ { TYPE, "MaterialParameters", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_MaterialParameters", 0 },
// Terminator entry
{ NO_SCOPE, 0, 0, 0, 0 }
};
-const char ProgramBuilder::interfaces[] = { 0, 0, 0, 'v', 0 };
+const char ProgramBuilder::interfaces[] = { 0, 0, 0, 0, 'v', 0 };
ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
features(f),
continue;
}
+ if(def->scope==TYPE)
+ {
+ for(list<ShaderVariable *>::iterator j=resolved_vars.begin(); j!=resolved_vars.end(); ++j)
+ if(!(*j)->type && name_match(def->name, (*j)->variable->type))
+ (*j)->resolve_type(*def);
+
+ continue;
+ }
+
// See if this variable can satisfy any unresolved variables
ShaderVariable *last_resolved = 0;
for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
if(!features.legacy)
source += "#version 130\n";
+ set<const VariableDefinition *> declared_types;
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope) && !(*i)->inlined)
+ {
+ if((*i)->type && !declared_types.count((*i)->type))
+ {
+ source += format("%s;\n", (*i)->create_type_declaration());
+ declared_types.insert((*i)->type);
+ }
+
source += format("uniform %s;\n", (*i)->create_declaration());
+ }
/* Interface variables need to have global declarations. */
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
material(false),
lighting(false),
max_lights(1),
+ skylight(false),
specular(false),
normalmap(false),
shadow(false),
if(lighting)
{
flags += 'l';
+ if(skylight)
+ flags += 'y';
if(specular)
flags += 'p';
if(normalmap)
ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
name(n),
variable(0),
+ type(0),
resolved_name(n),
fuzzy_space(name.find("zzz")!=string::npos),
array_sum(false),
var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
}
+void ProgramBuilder::ShaderVariable::resolve_type(const VariableDefinition &var)
+{
+ type = &var;
+}
+
void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
{
if(fuzzy_space)
return static_cast<InterfaceFlags>(flags);
}
+string ProgramBuilder::ShaderVariable::create_type_declaration() const
+{
+ if(!type)
+ throw logic_error("no type");
+
+ if(!strncmp(type->type, "struct", 6))
+ {
+ const char *brace = strchr(type->type, '{');
+ if(brace)
+ return format("struct %s %s", type->name, brace);
+ }
+
+ throw invalid_variable_definition("invalid typedef");
+}
+
string ProgramBuilder::ShaderVariable::create_declaration(char interface, bool loop) const
{
if(variable->scope==UNIFORM && !array_subscript.empty())
add("normalmap", &StandardFeatures::normalmap);
add("reflection", &StandardFeatures::reflection);
add("shadow", &StandardFeatures::shadow);
+ add("skylight", &StandardFeatures::skylight);
add("specular", &StandardFeatures::specular);
add("texture", &StandardFeatures::texture);
}